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    Posts made by Der Leiter

    • RE: Ideas to counter an allies mortar and FO team

      That sounds like a TON of points tied up there; 3 Mortars + 2 RA FA + 3 KMT Rifle + 1 RDC + 1 Commissar +2 BAR = 85 Points

      If that’s just for a standard game, then how exactly do you deal with tanks, and especially heavy tanks. Tiger, King Tigers, Pershings, Churchill Crocodiles, and IS-2s are all popular and would all give your army there a headache. Even with +1 to hit and a rear attack the Bofors have less than a 10% chance of disrupting. Not to mention how poor the mobility is on your force.  A Brummbar could ruin your day as well.

      Standard Tournament armies include the Sherman Rush (with either Rhinos or M4A1s), (King) Tiger, Parabomb, and the Crocigator. While your army might be able to deal with a parabomb if you play carefuly, I don’t see the army being great against any of the others.

      You definately need to add in some decent anti-tank capability, and perhaps reduce the number of Mortars/FOs.  Some Jeeps/Universal Carriers would be nice for mobility, as would a Sherman/variant.  In a larger game it’s a nice core to your army, but definately needs armour support.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Spotters: Do They Die Too Easily?

      I really haven’t had the best of success with the Mortars yet, as while their dice and range are ok, the enemy often just makes those 50/50 cover saves. If I go first I can sometimes catch him out in the open, but otherwise it’s a lot of points for Mortars + Spotters, and the Allies can do much better for anti-infantry.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Spotters: Do They Die Too Easily?

      @Ubermarine:

      That is what i was doing but someone brought up that an soldier can not use any effects while there are riding on a vehicle

      That’s incorrect.  Any soldier can use their abilities while being transported, including commanders and spotters.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Spotters: Do They Die Too Easily?

      The FO Jeep is just bad; 1/1 defence vehicle that can’t run away in the assault phase. Although I know they did this to prevent it from getting even closer to the enemy AND using the spotter SA in the same phase.

      The Red Army FO works best when put on a KV-1. Otherwise keep him in cover at all times.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Problem with the New 40mm Bofors L60

      @GrimJesta:

      I agree that it is annoying. The colors are too close to the Axis grey now. Yea, it’s a small thing but it’s a small thing that annoys me. Oh well, any [cencored] is moot since this is the way it’s going to be from now on. My beef with it means that my opponent knows that I’m taking a set III unit now since the card looks radically different from the other sets. Since we only have 1 set of Set III, they can easily guess which units I’m taking and take a counter unit or three.

      -=Grim=-

      I just use coloured protectors for the cards anyway.  Though I colour-code mine, which can at least give away the nation(s) I’m playing, you could simply put them all in ‘black-backs’ or whatever uniform colour you prefer.  Personally the back of the card does very little for me anyways; it’s just a larger picture of the stat side art.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Problem with the New 40mm Bofors L60

      This happens in a fair number of games actually, though I’ll admit it was a bit more of a dramatic change for AAM.

      Look at Magic: The Gathering. When they release the Mirage Set the cards where very different in texture (very waxy).

      It’s not a print error, it’s just the way the cards are going to be now.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Question regarding American paratroopers

      @UKcommander:

      Besides for the paratrooper ability, are all other special abilities used as many times as need be?

      Single-use cards (eg AP Rounds, Headshot, Smoke Screen, etc) will say so otherwise it’s usually considered ‘always in use’.

      Paratroopers & Partisans ‘deploy.’  A unit can only be deployed once.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Problem with the New 40mm Bofors L60

      @Rikolus:

      One thing I did notice about the few new pieces I saw, including the Bofors L60, is that the stat card was on GRAY colored stock.   It looked liked is belonged with the Axis!   Was there some kind of print-run error?   Does anyone else have Allied cards on gray paper?
           By the way, very nice job on the Unit Reviews.   Very helpful.

      There have been some changes to the way they’ve been printed (well, ok that’s obvious) including different card and colours. All the new cards will be looking like this.

      Also dissapointingly the information I was given about the Brixia was wrong  :-( only 3/3 defence.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Problem with the New 40mm Bofors L60

      He’s not too bad for his points, and nowhere near as bad as the Italian Commander.

      I think the best commander of Set III though has to be the French Bold Captain

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Suggestions for a 100pt Tournament army using the UK?

      Sounds like your opponent was using a Tier 3 army at best; hardly tournement calibre.

      Be that as it may, your army isn’t bad.  Whenever you make a UK army the Churchill Crocodile is generally a primary consideration.  The Comet has it’s uses, but I just don’t like the 3 rear defence on such an expensive unit.  It’s still fairly easily disrupted, and just about everything can get past a 2 defence.

      Your army makes effective use of the Lieutenant with both Gurkhas and allowing the 17 pounder to move during the movement phase.  The Stuarts provide adequate support for the slow moving Crocodile.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Problem with the New 40mm Bofors L60

      @Rikolus:

        Some good suggestions guys, altho I would again just go back and compare stats.   It seems like all the artillery are 3 defense, so it’s no worse than others _(sIG 33, not THAT’s terrible defense… and 15 points!).   _ But the amount of dice the Bofors rolls and distance it shoots makes it extremely dangerous against advancing infantry, strong against weak tanks, and all while providing great air cover, just in case your opponent spends double the Bofors cost on an airplane.   For 9 points, I cannot imagine not taking it.  I guess I am just surprised because this becomes about the first unit I have ever seen that would be logical to take under virtually any circumstance.  And what I like about the game is that while people can have their favorite units, or have units that they prefer in certain circumstances, there has not been (at least from what I have seen) a piece that is so strong that it demands to be in every force.    I hope to see some play at our local shop where it doesn’t have a particularly good game, just to prove my assessment wrong!

      The 3/3 defence on a soldier is no way equivalent to a 3/2 or even 3/3 defence on a vehicle.

      Also both the quad 50 and brixia mortar are artillery units with 4/4 defence. In fact the brixia can be used with the Romanian Commander for 5/5 defence.  (Yes not good, but you could do it).

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: A Possible Alteration To Aircraft Rules…

      The trick to aircraft is you actually have to practice patience.

      Don’t place them if you can’t get a good attack in with them.  Take out your opponents AA units with fast attacking forces; units like motorcycles, cavalry, and even some armoured cars were well. Once you’ve elminated them you should have air superiority.  The trick is to get them out as fast as you can, because until then you’re opponent has a point advantage on you.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Problem with the New 40mm Bofors L60

      The Bofors seems strong on paper, and it’s well worth the 9 points, but I don’t think it’s overpowering.

      It only has one shot a turn, 3/3 defense is terrible, it’s hard to position correctly, if transported your opponent can completely mess up your deployment on you.

      The fact is it’s easily neutralized by several units like cavalry, motorcycles, snipers, armoured cars, most medium tanks, even paratroopers…  I could go on.

      If you absolutely fear the Bofors then make sure you play a Brummbar.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Suggestions for a 100pt Tournament army using the UK?

      I don’t see a stuart adding that much if you have a concern about tanks.  If it’s that bad either put in another Cromwell IV if you can, or perhaps 2x Crusader IIs to use for flanking. The Humber’s single attack is better than one from the M3 Stuart, but obviously All Guns Blazing makes the Stuart much better.  The problem is that the Stuart is also twice the cost of the Humber, and you’d have to take out another unit which then poses the question of what to take out.  I’m not saying it’s a bad idea, just that it’s a tough choice to make.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Suggestions for a 100pt Tournament army using the UK?

      Here’s a fast attack British force. It’s untested, but something I’m thinking of playing and refining:

      44 Cromwell IV x2
      15 M3 Stuart
      08 Humber Scout Car
      09 40mm Bofors L60
      10 Universal Carrier
      10 Inspiring Lieutenant
      04 Gurkha Rifleman

      The Cromwell IVs infiltrate and rush the enemy, the high speed of the Stuart and Humber means they won’t be far behind.  The Universal Carrier either plunks the AA gun down close to the objective if no aircraft, or as close to the middle as possible if your opponent is playing aircraft.  The Lt and Gurkha move up with the carrier moving back to ferry them; LT first so he can help the Bofors get into position. I could replace the M3 Stuart with a second Humber, and use the 7 points for either a Gurkha & SMLE, or take out the current Gurkha and replace them all with a Veteran SMLE and two regular SMLEs. Though this leaves it pretty much up to the Cromwells to take care of any tanks, and any heavy tanks will hurt them severely.  The Stuart can at least usually get the flanking shot in.

      It’s definately not perfect.  The Inspiring Lieutenant’s +2 Initiative is very useful, but 10 points for it is a lot. Unfortunately there’s still no other choice available for a faction-pure UK army.  Also I’m definately not getting his points worth for the command ability.

      I personally just don’t like the snal-like speed of the Churchill, though I admit it is fairly cheap and very hard to dislodge. However there are several good AT units now that can disrupt it at range and keep it far away from the objective.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Japanese strategies

      @Spectre_14:

      I must differ with you on the matter of the Te-Ke. Yes, it is a bad unit, but a very cheap one. They’re great for harassing, moving around quickly, and in general making a nuisance of its self. On all other points though I applaud you, superb tactics. If you have any other japanese tactics or ideas feel free to PM me. By the way, I’m curious if you know the actual stats of the Chi-Ro and Armored  Car, or if your speculating. If so, do tell.

      I’m afraid I disagree on the effectiveness on the Te-Ke.  For a mere two points more the Ha-Go is far more effective at harrasing the enemy.

      Chi-Ro (1939, Rare)
      Vehicle - tank
      Cost 7
      Speed 3
      Defence 2/2
      vs INF 7/7/6
      vs Veh 5/4/3
      Trench Crossing
      Weak Suspension

      Type-87 Armoured Car (1939, Uncommon)
      Vehicle - Armoured Car
      Cost 8
      Speed 3
      Defence 2/2
      vs Inf 7/6/6
      vs Veh 2/-/-
      High Gear 3
      Thin Wheels
      Strike & Fade 1

      I don’t think either is particularily great, but as I said they do at least give you some options.  Wouldn’t use either in a tournement army.  However the Zero I could see using 2-3 of.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Question regarding American paratroopers

      Although nicknamed ‘teletroopers’ they do in fact only deploy once, like all other units.  Unlike Partisans this doesn’t have to be right away, but once they’ve been placed that’s it.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Japanese strategies

      The Japanese require some skill to play, which is why many players dismiss them out of hand.  Set II provided some good JP units that allow them to be competitve.Â

      The Ha-Go is a decent tank. It has a low cost, and should never be more than damaged at long range.  The ability to simply zip at speed 4 through trees can’t be underestimated either. It’s dice may not be fantastic, but they are good enough for harrasment and 8-7 dice can potentially hurt medium tanks.  It’s the Ho-Ni that really provides Japan’s answer to the many high defence units.  It’s attack dice are the same as an M4A1’s but for only 12 points.  If playing a Japanese army I’d consider fielding at least two of these.Â

      Arisaka Rifles are your basic infantry, and while slightly inferior to most infantry of other nations, their Hand-to-Hand 12 can be lethal. The Imperial Sergeant allows them to move and attack, is often found in a Japanese army leading the Arisakas. Mortars, MGs, or Snipers can be used to disrupt enemy infantry while the Arisakas Banzai in and finish them off.  This generally doesn’t happen too often though, as the Japanese are often dependant on the terrain to close the distance.  Until their rifles reach medium range they are fairly useless.  Another infantry tactic is to use the Type 89 Mortars commanded by an SNLF Captain at range to decimate the enemy. 7 dice at 5+ gives you at worse a 74% chance of disrupting the enemy, and a 43% chance of destroying.  The SNLF combined with Seasoned Crew means your opponent will only save on a 6. The Type 92 Machine Gun is a somewhat cheaper option, but despite having double shot is often far less effective.Â

      The Imperial Sniper is generally not worthwhile.  His SA won’t come into play too often, and either the MG or the Mortar are usually better choices. An SNLF Paratrooper or two can be useful to harass the enemy from vulnerable sides, but I wouldn’t rely on them doing too much.  The Type 2 Ka-Mi and Type 97 Te-Ke are just bad units.  The Type 97 Chi-Ra is ok, but I’d rather give up a few bad anti-infantry dice for the extra dice the Ho-Ni has. Set III gives us the Mitsubishi A6M Zero aircraft, which helps dictate somewhat the actions of your opponent - always useful.  The SNLF Fanatics, and Type 89 Chi-Ro give you a few more options, and the Type 87 Armoured Car gives some much needed mobility.

      If using the ‘swarm’ tactic it’s important to keep your enemy pinned down whenever possible.  Use MGs to target multiple units, or Mortars-SNLF to go after specific ones.  Defencive fire is the bane of Arisakas. Against vehicles, and in particular high defence vehicles, swarm him.  Give him hard choices like staying surrounded, or taking defencive fire and moving away.  Then if it turns out the exhange won’t be good for you… scatter.  But mostly just keep the pressure on. With enough attacks one will get through, and once the target is disrupted you hit it with everything you’ve got and take it out.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: June 2006 D-Day Booster Pack

      Going to be some fun stuff in D-Day, oh yes indeed  :-D A lot of new units to add, and some more ‘basic needs’ like pillboxes.  While I’m not always happy with yet another Sherman variant, at least they are fairly different from each other.  Even the Veteran M4’s two SAs make it radically different from the basic M4A1.  Also let’s not forget… the Canadians are coming  :wink:

      On GW: Oh if I could only have all the time and money back that I spent on GW.  The only game of theres I still even play is Blood Bowl, and only because it’s not nearly as cost intensive as the rest of their games.  GW games aren’t bad, and can be quite fun, but I found it’s just not worth the effort, especially with lugging all your boxes of units around.  AAM is sooo much easier to transport, set up, play.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Unfairness of uber-Tanks

      I’d hardly call it unfair.

      You’re tying up a lot of points in a single unit that generally isn’t very mobile.  Defence 6 isn’t all that hard to disrupt, and once disrupted they go down fast.  T-70s are one of my favourite units for this. Speed 5 (or 6 if you can zip along part of a road) can easily outflank a King Tiger or Tiger I. Their dice may not be spectacular, but they can get the job done. You may lose a couple in the process, but that hardly matters.  Meanwhile you’ve at the very least kept his “uber” tank busy the rest of your units secure the objective away from whatever units he used his leftover points on.

      Also, one shouldn’t put the Easy Eight anywhere near the same category as the rest of the heavy tanks. At best it’s a heavily armoured medium tank.

      As for the IS2 you don’t even have to waste time trying to outflank it.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
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